Google Playstore (Android):
https://play.google.com/store/apps/details?id=com.TempestGames.RandomBound
Video:
Levels are randomly generated at an increasing difficulty, and hence the name of the game is RandomBound. I would like RandomBound to become the viral game of 2016 - after all, it would be an amazing thing to see a former popular Starcraft UMS genre to go viral. However, the game needs all of your help to get there! Please download and share with as many friends as possible! Any help would be greatly appreciated

What are Bounds?
![[image loading]](https://i.ytimg.com/vi/lyZi9lw1V1U/maxresdefault.jpg)
“Bound” was a popular genre of use map setting (UMS) maps back in the days of StarCraft: BroodWar. In most Bound maps, the player controlled a zergling, which had to navigate through a series of obstacles and explosions. The genre quickly gained popularity among players, and hundreds of different Bound maps have been made throughout the history of SCBW. At the heyday of SCBW, large number of communities consisting of enthusiast players, mapmakers, and Bounding Clans have thrived on and off Battle.net.
About RandomBound:
RandomBound is closely inspired by Level Up Bound, which is a map created by Mp(U). Unlike many other bounds which features linear trail progressions, Level Up Bound featured a 5x5 grid of obstacles and explosions and consisted of 100 levels. While Level Up Bound was judged to be too easy by most hardcore competitive bounders, the map was an excellent choice for many beginner bounders to start. Since the majority of the RandomBound's playerbase will mostly consist of casual gamers, both the starting difficulty levels and layouts of RandomBound are considered to be appropriate.
Like Level Up Bound, RandomBound consists of a 5x5 grid of explosions which the player needs to avoid in order to get to the other side. Unlike Level Up Bound, however, RandomBound consists of unlimited levels, as the player has an option to continue playing after reaching the highest tier at level 300. In addition, RandomBound's levels consist of randomly generated patterns of explosions instead of having pre-scripted levels. These two factors greatly increase the replayability of the game and makes it more suitable as a casual mobile game.
Although the starting levels of RandomBound is casual friendly, difficulty increases steadily after each level. Although most casual gamers will have no problem progressing up to gold league, it is expected that not many players will be able to reach level 300. Therefore in this aspect, it is hoped that the game can also cater to the more 'hardcore' gamers within the community.
Game features:
Trophy and League system:
Players are rewarded trophy and are placed at leagues for achieving certain levels. In addition, in game achievements are unlocked the first time the player earns the next tier of trophy. Trophy leagues consist of the following:
Bronze League - reach level 10
Silver League - reach level 20
Gold League - reach level 50
Platinum League - reach level 100
Diamond League - reach level 200
Divine League - reach level 300
Scoring system:
Upon completing a level, players are rewarded 'skill rating' based on the trophy tier they are in, with rating increment ranging from 10 up to 70 depending on the tier. However, the increment is penalized according to the number of time that the player has died completing a particular level. Therefore in order to maximize one's score, one must complete the levels while dying as few times as possible.
Performance tab:
Performance tab displays the tiers that the player has reached, and the fewest number of times the player has died in order to reach that tier.
What happens when the player runs out of lives?:
If the player runs out of lives, the player is given an option to
1. Refill lives up to max by watching an ad, and continuing on at current level, or
2. Regress back 10 levels and continue
Maximum lives can be increased by +5 by sharing the game on facebook. Additional +5 increase to max lives are granted at levels 100, 200, and 300.
Achievements and Leaderboard:
There are 11in game achievements that can be earned by the players. Additional achievements will be added to the game in the future.
Leaderboard ranks the users by the highest levels they have reached.
Saving and loading from cloud:
The game uses Google Play Game Services in order to save and load data from the user's Google Play accounts, for saving and loading across different devices.
Competitive multiplayer:
Working prototype of competitive multiplayer (1v1 mode) has been tested using Google Play Game Services. However, the update will be postponed until there is sufficient number of active players (most likely after 500k downloads?) in order to minimize the risk of excessive opponent search times.
Challenges:
Eventual implementation of competitive 1v1 multiplayer mode is expected to further increase the popularity and replayability of the game. However, the most significant obstacle so far has been marketing. It is extremely difficult for an indie game studio with limited resources and budget to implement a successful marketing campaign. Especially for indie games with less than ~100k downloads, the most difficult part is letting the public be aware that the game exists out there.
Developer background:
I am a new indie game developer residing in Daejeon, South Korea. My academic background is that of biology, and I have been working as a researcher in biofuels, biorefinery, and renewable energy sector for four years as a primary career. However, gaming has been my passion throughout all of my life, and I have always dreamed of starting my own game company. I have taught myself programming beginning several months ago during the evenings after my regular work time, and I was able to finally release my first indie game in the Google Playstore. Although as of now I am an amateur developer with limited skills, I sincerely hope that many players will enjoy playing my product. In addition, I have always looked up to successful companies such as Blizzard, Riot, Supercell, etc that create great products for the gaming community. If I manage to collect sufficient capital from developing indie games, I aspire to assemble a team of experienced game developers and launch my own game development company in order to create various products that I have always envisioned!
Feedbacks, comments, and suggestions for additional features are always welcome in this thread! However, some things may be difficult to implement due to my novice skills as a developer, in addition to a need to keep the game size below 25.0 mb. (currently 24.9 mb)